Civilization Wiki
Advertisement

The tax rate is a mechanic in Civilization II that controls the proportion of Trade (Civ2) Trade allocated to the three commercial resources (Gold (currency) (Civ2) Taxes, Beaker (Civ2) Science and Luxury (Civ2) Luxuries) by each city in the player's empire. It is accessed from the Kingdom menu or the hotkey shortcut Shift+T. The player's current tax rate is displayed as three numbers next to the treasury on the map screen, listed Tax.Luxuries.Science (x10).

Overview[]

Tax screen (Civ2)

Example screenshot of the Tax Rate screen.

The tax screen consists of three sliders (one for each provision) that can be adjusted in increments of 10%, to a maximum scale of 100%. Raising or lowering each slider will automatically adjust others to balance;[note 1] the "Lock" toggle freezes a slider's current value to ease configuration. These rates are instantly applied to the apportionment of Trade (Civ2) Trade in each city; uneven divisions round to whole numbers.[note 2]

The tax screen also details the civilization's current government, maintenance costs, gross Gold (currency) (Civ2) Taxes, and Beaker (Civ2) Science production and research time based on the current rates. Most governments cannot assign 100% funding to a single field, and are instead subject to a "maximum rate" as outlined in the following table:

Government Max. rate (%)
Anarchy Anarchy
Despotism Despotism
60
Monarchy Monarchy 70
Communism Communism
Fundamentalism Fundamentalism
Republic Republic
80
Democracy Democracy 100

Note that in addition to a penalty to total science output, Fundamentalism's effective Beaker (Civ2) Science rate is limited to 50%; additional percentages instead provide Gold (currency) (Civ2) Taxes.

Strategy[]

At the beginning of the game, maximizing Beaker (Civ2) Science spending is a good strategy to obtain initial advances as quickly as possible. Once the player has access to trade units, science spending can be complemented or even supplemented by establishing trade routes that provide lump-sum Beaker (Civ2) Beaker revenue. A player may also opt for minimal Science funding and use espionage units to steal knowledge outright. Once a civilization has acquired all practical technologies (Future Tech #255), further research becomes redundant and the Science sector can be defunded.

The Gold (currency) (Civ2) Tax rate can generally be kept low, so long as maintenance does not exceed income. When taxes are tight, it may be preferable to create Tax_collector Tax Collector specialists in individual cities, rather than adjusting the tax rate empire-wide; be careful not to reassign citizens working high-Trade tiles, as this may neutralize net Tax income. Conversely, amassing a large treasury enables economic warfare, as improvements and Wonders can be bought outright, and rival units and cities can be bribed to defect.

Luxury (Civ2) Luxury spending becomes more important at higher difficulty levels to address unhappiness, but can otherwise be deferred until the player has strengthened their economy, relying on Entertainer Entertainers instead. Republic Republics and Democracy Democracies will usually require higher Luxury rates to compensate for their removal of martial law, and/or war weariness from deployed units. However, lower absolute Science and Tax rates are counterbalanced by civilian governments' Trade (Civ2) Trade bonus. Similarly, high Luxury spending will facilitate "We Love the King" Days, which under military governments can increase cities' Trade to civilian levels.

Modding[]

Government maximum tax rates are largely hard-coded, but Fundamentalism Fundamentalism's handicaps can be configured on Lines 18 and 19 in the @COSMIC section of Rules.txt.

Labels used in the Tax Rate screen are located on Lines 91–93 ("Taxes", "Luxuries", "Science") and 258–60 ("Maximum Rate", "How Shall We Distribute The Wealth", "Lock") under the @LABELS section.

Notes[]

  1. By default, each resource prioritizes adjustments with the slider below: Tax to Science, Science to Luxuries, and Luxuries to Tax.
  2. This is why modifying the Sci/Lux balance can increase income despite a fixed Tax rate: the remainder is applied to Taxes and then rounded up. However, this handling is inconsistent: for instance, 1Trade (Civ2) taxed 50% Gold (currency) (Civ2) / 50% Beaker (Civ2) resolves an output of 1Gold (currency) (Civ2) (prioritizing Taxes), yet 2Trade (Civ2) taxed 40% Gold (currency) (Civ2) / 30% Beaker (Civ2) / 30% Luxury (Civ2) resolves an output of 1Beaker (Civ2)/1Luxury (Civ2) (disregarding Taxes, despite being the highest rate).

See also[]

Civilization II [edit]
Conflicts in CivilizationFantastic WorldsTest of Time
Lists
Concepts
Miscellaneous
Standalone remake with different graphics, units, etc.
Advertisement